Alright so I had just typed out a very lengthy post about an RPG based on the game mechanics found on Blood Dusk but apparently I was logged out of the forums while I was typing it and lost the whole thing.. So instead of trying to remember everything I've covered I'm just going to summarize.
I started working on an RPG a few years ago based on Blood Dusk to play with my friends who would do tabletops but not MUDs. It started out as a variant D20 system, but because of how closely I wanted to stick to the existing mechanics of the game it proved to be near impossible and I gave up for awhile. I continued to think about it and think about what I could do to make it work, talking with tabletops, other MUD players, and even some Admins. Eventually the idea of trying a D10 system was brought up and I looked into it. It seemed a D10 system would work, but mechanic modifications would need to be made.
I spent about a year and a half working on a D10 version of the RPG to get to the point I'm at now and it looks like I've finally fixed a lot of the early issues. Originally battles had been lengthy and cluttered due to excessive rolling and intrinsic damage reduction. I kept talking to it with my gaming friends and bouncing ideas back and forth. I've finally reached a point now where we can begin play testing and begin the actual mechanic/rule sets. We're setup to do some play testing tomorrow, 2 veteran tabletops, 2 somewhat new players, and 1 player who has never done a tabletop before -- this should hopefully give a good range of feedback as far as how hard it was to understand and get into everything.
For the most part I've gotten the mechanics figured out as far was enlighting, careers, stats, max carried weight, and a few other things will work out. The hardest part of the last year had been figuring out how fighting will work as well as skill and career progression.
I'm completely open to suggestions and ideas if anyone is interested in sharing them. As play testing continues I'll be posting how the mechanics are actually set up in the tabletop; ie: how enlights work, how matures work, max stats, stat modifiers, how battle works, etc.
I'm taking a lot of 'creative licensing' with the tabletop to add in things that weren't in the original MUD but most of it is to streamline gameplay as well as allow for more variety and player choice; and example of this would be that there will likely be multiple religious systems with different gods and prayers later on. Right now we're starting with one, but there will soon be at least a Deity referred to as GOOD and one referred to as EVIL and later on still there will likely be more groupings like God of Healing, God of War, God of Pestilence and so on.
So if you're interested in hearing more, let me know.